How does tempest clerics channel divinity destructive wrath affect chromatic orb and sorcerous burst?
Destructive wrath says " when you roll lightning or thunder damage, you can use your channel divinity to deal maximum damage instead of rolling."
Does it count as doubles for chromatic orb to leap to another target?
Does it count as rolling an 8, to roll extra damage dice for sorcerous burst?
Dealing maximum damage instead of rolling implies you dont roll any dice however in our games on foundry we always roll dice to be able to apply damage, and we configure the d8's on all dice to come out as 8 for destructive wrath.
As you already pointed out, "deal[ing] maximum damage instead of rolling" is not the same as "rolling an 8". I would rule that using Channel Divinity does not trigger the additional effects of rolling an 8, since no dice are being rolled. If you want the chance of rolling an 8 to trigger the additional effects, I would rule that you can't be using Channel Divinity for that instance.
Using Channel Divinity takes away the dice rolls (and any additional effects based upon those dice rolls).
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Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
While I agree with HarmAssasin's ruling, since it's the consensus in a similar thread (Tempest Cleric/Sorcerous Burst Interaction) and it makes sense, I'd rule it differently: I'd allow rolling to follow the spell's mechanics for spells that include it, like the two mentioned, while still maximizing the damage.
The only problem, for RAW considerations, is that the channel divinity feature says you deal maximum damage "instead of rolling". I think it's fine as TarodNet suggested but be aware that it is a house rule and then requires additional consideration. Does it apply maximum damage to the extra D8s generated for Sorcerous Burst? Does it apply when the Orbs bounce? I would say that you are no longer in RAW territory and would need to evaluate balance implications independently.
The only problem, for RAW considerations, is that the channel divinity feature says you deal maximum damage "instead of rolling". I think it's fine as TarodNet suggested but be aware that it is a house rule and then requires additional consideration. Does it apply maximum damage to the extra D8s generated for Sorcerous Burst? Does it apply when the Orbs bounce? I would say that you are no longer in RAW territory and would need to evaluate balance implications independently.
This is definitely something you want to watch out for. A Chromatic Orb that is upcast to 7th level is guaranteed to bounce (because you are rolling 9d8, it is impossible to get a roll that doesn't duplicate the same number at least once). Allowing it to bounce, and still deal max damage, means that a 7th level lightning elemental Chromatic Orb would bounce up to 7 times (8 hits total), while dealing 72 damage per hit, for a combined total of 576 total damage. At levels 8/9 that damage goes up to 720/880, assuming you don't miss and there are enough targets on the field. Allowing the bouncing effect with the spell damaged maxed might be a bit too powerful to allow at higher levels of play.
Edit: Sorcerous Burst would probably be okay, since the damage you would get out of it wouldn't explode quite like Chromatic Orb. At most you would only be able to do 72 damage (maxes at 9d8 with 20 in your spellcasting stat at levels 17+), and that is if you get lucky enough to roll 5 8's anyway, so you would have been doing 44+ damage regardless. Honestly, you would be better off using a spell like Lightning Bolt or Chain Lightning instead.
The only problem, for RAW considerations, is that the channel divinity feature says you deal maximum damage "instead of rolling". I think it's fine as TarodNet suggested but be aware that it is a house rule and then requires additional consideration. Does it apply maximum damage to the extra D8s generated for Sorcerous Burst? Does it apply when the Orbs bounce? I would say that you are no longer in RAW territory and would need to evaluate balance implications independently.
This is definitely something you want to watch out for. A Chromatic Orb that is upcast to 7th level is guaranteed to bounce (because you are rolling 9d8, it is impossible to get a roll that doesn't duplicate the same number at least once). Allowing it to bounce, and still deal max damage, means that a 7th level lightning elemental Chromatic Orb would bounce up to 7 times (8 hits total), while dealing 72 damage per hit, for a combined total of 576 total damage. At levels 8/9 that damage goes up to 720/880, assuming you don't miss and there are enough targets on the field. Allowing the bouncing effect with the spell damaged maxed might be a bit too powerful to allow at higher levels of play.
It's effectively doing double damage, which seems like a lot until you compare to the kind of damage that could be done with spells native to that slot.
(It also depends on how you interpret the orb's "different target", whether it can just bounce between two targets, or if you need a new one each time.)
The only problem, for RAW considerations, is that the channel divinity feature says you deal maximum damage "instead of rolling". I think it's fine as TarodNet suggested but be aware that it is a house rule and then requires additional consideration. Does it apply maximum damage to the extra D8s generated for Sorcerous Burst? Does it apply when the Orbs bounce? I would say that you are no longer in RAW territory and would need to evaluate balance implications independently.
This is definitely something you want to watch out for. A Chromatic Orb that is upcast to 7th level is guaranteed to bounce (because you are rolling 9d8, it is impossible to get a roll that doesn't duplicate the same number at least once). Allowing it to bounce, and still deal max damage, means that a 7th level lightning elemental Chromatic Orb would bounce up to 7 times (8 hits total), while dealing 72 damage per hit, for a combined total of 576 total damage. At levels 8/9 that damage goes up to 720/880, assuming you don't miss and there are enough targets on the field. Allowing the bouncing effect with the spell damaged maxed might be a bit too powerful to allow at higher levels of play.
It's effectively doing double damage, which seems like a lot until you compare to the kind of damage that could be done with spells native to that slot.
(It also depends on how you interpret the orb's "different target", whether it can just bounce between two targets, or if you need a new one each time.)
When upcast, it explicitly says a creature can only be targeted once by each casting. So you need to have a number of targets equal to the original plus the desired number of bounces.
So a level 7 Chromatic Orb would deal 9D8 Damage per hit and is capable of bouncing to 7 targets (8 hits total).
If there are 8 valid targets, it will typically hit 3 or 4 targets. Factoring in the 65% chance to hit, on average, the DPR would be 111.5 base. With Destructive Wrath, if you roll normally, it's 198.2 DPR. If you allow it to replace rolling and automatically bounce to all targets (don't), it's 468 DPR.
I would say that the 198.2 DPR is on par with the expected performance of Destructive Wrath, maybe underperforming.
How does tempest clerics channel divinity destructive wrath affect chromatic orb and sorcerous burst?
Destructive wrath says " when you roll lightning or thunder damage, you can use your channel divinity to deal maximum damage instead of rolling."
Does it count as doubles for chromatic orb to leap to another target?
Does it count as rolling an 8, to roll extra damage dice for sorcerous burst?
Dealing maximum damage instead of rolling implies you dont roll any dice however in our games on foundry we always roll dice to be able to apply damage, and we configure the d8's on all dice to come out as 8 for destructive wrath.
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As you already pointed out, "deal[ing] maximum damage instead of rolling" is not the same as "rolling an 8". I would rule that using Channel Divinity does not trigger the additional effects of rolling an 8, since no dice are being rolled. If you want the chance of rolling an 8 to trigger the additional effects, I would rule that you can't be using Channel Divinity for that instance.
Using Channel Divinity takes away the dice rolls (and any additional effects based upon those dice rolls).
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
While I agree with HarmAssasin's ruling, since it's the consensus in a similar thread (Tempest Cleric/Sorcerous Burst Interaction) and it makes sense, I'd rule it differently: I'd allow rolling to follow the spell's mechanics for spells that include it, like the two mentioned, while still maximizing the damage.
Also related: Chaos Bolt, Cromatic Orb, And maximum damage feature.
Yeah, that seems like the most sensible way of doing it, rather than the "always" or "never" that the other rulings impose.
The only problem, for RAW considerations, is that the channel divinity feature says you deal maximum damage "instead of rolling". I think it's fine as TarodNet suggested but be aware that it is a house rule and then requires additional consideration. Does it apply maximum damage to the extra D8s generated for Sorcerous Burst? Does it apply when the Orbs bounce? I would say that you are no longer in RAW territory and would need to evaluate balance implications independently.
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This is definitely something you want to watch out for. A Chromatic Orb that is upcast to 7th level is guaranteed to bounce (because you are rolling 9d8, it is impossible to get a roll that doesn't duplicate the same number at least once). Allowing it to bounce, and still deal max damage, means that a 7th level lightning elemental Chromatic Orb would bounce up to 7 times (8 hits total), while dealing 72 damage per hit, for a combined total of 576 total damage. At levels 8/9 that damage goes up to 720/880, assuming you don't miss and there are enough targets on the field. Allowing the bouncing effect with the spell damaged maxed might be a bit too powerful to allow at higher levels of play.
Edit: Sorcerous Burst would probably be okay, since the damage you would get out of it wouldn't explode quite like Chromatic Orb. At most you would only be able to do 72 damage (maxes at 9d8 with 20 in your spellcasting stat at levels 17+), and that is if you get lucky enough to roll 5 8's anyway, so you would have been doing 44+ damage regardless. Honestly, you would be better off using a spell like Lightning Bolt or Chain Lightning instead.
It's effectively doing double damage, which seems like a lot until you compare to the kind of damage that could be done with spells native to that slot.
(It also depends on how you interpret the orb's "different target", whether it can just bounce between two targets, or if you need a new one each time.)
When upcast, it explicitly says a creature can only be targeted once by each casting. So you need to have a number of targets equal to the original plus the desired number of bounces.
So a level 7 Chromatic Orb would deal 9D8 Damage per hit and is capable of bouncing to 7 targets (8 hits total).
If there are 8 valid targets, it will typically hit 3 or 4 targets. Factoring in the 65% chance to hit, on average, the DPR would be 111.5 base. With Destructive Wrath, if you roll normally, it's 198.2 DPR. If you allow it to replace rolling and automatically bounce to all targets (don't), it's 468 DPR.
I would say that the 198.2 DPR is on par with the expected performance of Destructive Wrath, maybe underperforming.
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My houserulings.